ANNOUNCEMENT Elite Dangerous: Odyssey | The Road to Odyssey - Mission Playthrough

It's 2021, GPUs have become much more powerful since 2014. I hope FDev give us more graphic options beside just increasing the resolution. Higher LoD levels and view distance to reduce pop-in and noticing LoD changes etc.
 
It's 2021, GPUs have become much more powerful since 2014. I hope FDev give us more graphic options beside just increasing the resolution. Higher LoD levels and view distance to reduce pop-in and noticing LoD changes etc.
Right, it is possible I will buy 2021 GPU in 2025 :D No rush here.
It is very likely GTX 1060 will remain mass for long yet, as miners/re-sellers etc.
 
You really are a bundle of joy, aren't you?
well, it seems that 16 people like to see you throwing ad-hominem instead of making an argument. apart from eloquently illustrating how tribal relations work in forums, it should be quite telling that you'd rather prefer to talk about me than about your long awaited "expansion"... i can relate. enjoy! :ROFLMAO:
 
Man, this needs lots of work before being ready for release.

The graphics look dated, floating models and hardly anything in the way of AI.
Gravity seems inconsequential, but that might be due to the lack of jumps shown.
I saw one jump as they were fleeing the complex - it looked like it was longer than "normal" due to gravity. We'll see in the alpha.
 
I big heartfelt thanks to the Devs, QA and Cms who made this happen.
Its tough to show unfinished gameplay at the best of times, to do it during Covid is very brave.
I'm really looking forward to the Alpha and seeing this all come together over the next few months.
I'm sure it won't be all smooth sailing and the community will be very vocal about what they are seeing.
All in all this is why I love ED so much, the passion and hard work put iin to this amazing game.
I wish I could show this to myself in 1984 I would have been truly amazed :)
 
Style. You've got a new subscriber.
Thanks, but very little style, I'm afraid. It was only after this that I worked out that my analogue XBox controller was set to digital. :)

Neither had I appreciated the support fire that your ship will provide for your SRV if suitably equipped - presumably that will work in Odyssey on 'leg' missions too.
 
I'm going to be a little less harsh than others regarding AI but, in my opinion, it doesn't seem problematic for NPCs to use their shield as a cover. I would even go so far as to say that it's a good idea not to send all the units to attack at the same time and to keep some in the back, under cover, to replace those in the front who are eliminated or lose their shield and have to retreat under cover. But the battle is much too short to have a really objective idea of the quality of the AI.
On the other hand, I must recognize that NPCs have the vivacity of a slug and the aim skill of a monkey. I think that's more why the mission seems a bit brainless and you just have to run and jumpack to overwhelm the NPCs. But it's something that can be easily balanced.

Concerning planet, it is really pretty but less gorgeous than the previous ones (maybe because it's an old build). The base is very well integrated in the environment. I don't know if it's procedurally generated or manually positioned but it's a good job.

Graphically, it's globaly good. The resolution of the texture is maybe a bit low and looks a bit too new and smooth. I mean the base seems to have been built only a few days ago.
It also lacks a heat effect. We are supposed to be in an arid desert. I don't know how the heat is supposed to have an impact on such a thin atmosphere, but it must have to blur the vision a bit.
I hope that the FOV will be modifiable independently of the cockpit's one.

The HUD deserve a light sensor, a sound sensor and an indication of the distance from the target. This seems to be the minimum if stealth gameplay would to be encouraged without minimap.

The only thing I find disappointing is the switches. A switch is good for light or triggering an alarm. But to expose a critical component ? To depressurize an whole building ? Please, no ! We're not anymore in the 90's or early 2k's. Especially since there is the possibility to open new gameplays centered around the control of the buildings' control consoles.

But globally, i would say is more a question of balancing and tweaking.
 
Well, they looked like they teamed up, stormed a building. That’d be great with your mates, planning your attack over comms, in single player, you’d have to rely on NPCs.
I would just like to point people to the direction of the next dev diary. Based on the elite odyssey site it has four sections, each with the title of dev diaries with the exception of one 'Assemble Your Crew'.

There is more than enough evidence to suggest that this will be the title of the next dev diary as its predecessors 'One Giant leap', 'Forge Your Own Path' and 'Sphere Of Combat'.

Under the sub heading 'Assemble Your Crew' is specifically says "procure services". Could this mean NPC crew or squads? Possibly. We'll have to wait for the next and final dev diary to know what this means.
 
I really do hope that they're using this Update as an opportunity to do a major overhaul of the ENTIRE mission system. Obviously they will have to retain the underlying Procedural Generation, but there are so many tricks they could use to paper over that fact-like the "Flavour" text that the Community Managers mentioned, & more frequent & organic application of Mission Complications & Mission Follow-ons. The manner in which we discover mission targets on planetary surfaces also needs a significant overhaul too.
 
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